Localized-IBL implementation

I’ve updated the main thread with progress. no new pictures for now though.

  • I added a new CVar r.LocalIBLFromCaptures which turns the feature on or off, and passes a define to the shader to use the new behavior or the old one. This makes the entire feature’s footprint next to nothing when it’s not used
  • I also fixed the weird white light leaking in the back room. it was actually the sphere (which I use to visualize reflections) which was metallic and on ReflectionCaptures UE4 captures metallic shaders as non-metals, therefore it was being captured as a solid full-white object and was contributing to IBL a lot :smiley: - this behavior is now gone when using r.LocalIBLFromCaptures

by now I’d say the proof of concept works, and since it now has proper enabling/disabling I can almost call it a ‘beta feature’

if you read the thread you’ll understand that’s not at all the intention.
Static lighting already has a good workflow (iteration time aside) and the quality will always be superior. Epic is also working on improving Lightmass once again (we don’t know the details but we know they hired a few people specifically for it) - so I see no point.
The purpose of this is for scenes with dynamic lighting to have some sort of baked data on lights that do not move or change (you really don’t want to bake static IBL data on lights that will change) - to use as localized ambient lighting instead of having skylight leaking indoors and no way to block it. even if all of your lights would change ingame and have them all opt out of IBL, it would still serve as a means to stop skylighting coming through into interiors (since DFAO falls short at it)
yes you need to build some data via the existing Build Reflection Captures functionality (pretty much instant), and as I said it is limited to editor-only capturing

thanks, the talk is quite informative, sadly however out of my scope
IMO the ‘proof’ video doesn’t really show any dynamic GI though, all I see is a light that moves and casts dynamic shadows - I don’t really see the impact on GI in any way

oh awesome, thanks for that
the dev kit download will take a while but looking at the Lighting Documentation tells me that I’m quite on the right track.
as the doesn’t quite describe the tech I’m confused if you use pre-baked cubemaps for the Master IBL Captures or if you actually use the capturing functionality. The Master-Child functionality seems like a great thing to save up on memory and/or overcome the 341 captures limit, as long as you can get away with something more generic (i.e. works on homogenous interiors or caves / forests, but wouldn’t quite work if you want to capture colored lights as I have in my screenshots above)
great stuff. I’ll wait to try it myself and see which concepts I could/should try to integrate :slight_smile: